Author: KarinsDad
Date: 11:18:48 07/28/99
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On July 28, 1999 at 10:10:16, Dan Homan wrote: [snip] > >Very interesting idea! Having multiple candidate moves sounds computationally >expensive though... are you going to search each move at the root >separately and resolve a score for each? Most likely. However, I will probably only do this for the candidate moves which have been predetermined by the pre-processor and for any move which becomes the main PV (regardless of whether it was a candidate move). And, I probably will not initially do this type of stuff during pondering i.e. just add to the hash table and do not worry about candidate moves and such until after the opponent moves. But, I may eventually run the pre-processor instead on what I consider to be the best replies of the opponent during pondering in order to have pre-processing finished for the new root position as often as possible. If this is fast, then I may be able to do pre-processing for all possible replies of the opponent during pondering. It just depends on how fast pre-processing is and how often the candidate moves/plans correspond to the actual moves picked in the game. If they rarely help, then why bother to pre-process more than just the move picked when the candidate moves are more of a safety net when there is a close choice of multiple moves (i.e. their influence on the play is minimal). > >Another idea for following a plan would be to pre-process a bunch of >information and fill piece-square statements or values to conditional >statements which will be used in the eval while searching that position. Something similar to this. I actually wouldn't do it in the eval though. > >As you point out, deciding how to make a program follow a pre-determined >plan (or even to find the plan to follow) is a very difficult task. >Sounds interesting, though. No, not an easy thing, but doable I think. KarinsDad :) > > - Dan
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